DeadGoblins.com » Scales of War » The Throne of the Stone-Skinned Queen

The Throne of the Stone-Skinned Queen

Moderators: Emily, Michael Doss.

Page: « < ... 15 16 17 18 19 20 21 22 > »

Author Post
Moderator
Registered: Jul 2008
Posts: 5245
Mal examines these new enemies carefully. He uses his stone to learn that they are weakest in Will, but not vulnerable to anything in particular. The reptile hisses in pain as the glaive pokes his tail.

A githyanki appears clad in heavy, red robes. She glares determinedly and brandishes two silver longswords. She mutters something under her breath and then closes her eyes in concentration.
  •   DC 30 perception
      "I don't get paid enough for this rubbish."
Everyone but Mal is hit with disturbing sensation of insects crawling over their skin (12 psychic damage and 10 on going psychic damage.) Frustrated that he resister her mind attack, the githyanki steps easily to Mal and uses parallel strokes to tear into him (Two attacks hit Mal, one of which is a crit for 38 damage total and makes Mal grant CA) . You catch a glimpse of chainmail during her rapid, graceful movements.

OOC: This is a new encounter, with new enemies, in the same room. I will give Mal 5 temp HP.

Initiative status:
Ready: Hed - shield ; Dag - strikebacks
Orange purplespawn: down 29, prone, marked
Red purplespawn: down 49, prone, marked, CA gives +4 to hit SNT Mal
Hedoni: 64/ 86, +4 AC and ref ENT, 10 ogd SE
Daggoth: 94 (+3 temp)/145, dazed SE, 10 ogd SE
Mal: 63 /101, grants CA ENT gith
Githyanki: no damage
->Salazar: 93/105, 10 ogd SE
Sir Murrak: 93/131, 10 ogd SE
Fey Boar : 23/65, 10 ogd SE, bloodied
Ravenblade: 78/115, dazed SE, resist all 3 SNT, 10 ogd SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Just before she strikes, Mal cuts her with his glaive. After the first attack, his eyes turn red and dance as if in flames. The githyanki burns from another strike of the glaive, as well as from arcane fire.

Opportunity Action: Polearm Gamble MBA (Melee 2; +21 vs. AC; Hit: 2d4+10 dam; Crit: 18+3d6 Fire dam; Effect: grant CA to target UENT)

Polearm Gamble (+21 W, +1 24hr) (1d20+22=41, 2d4+10=15)

Free Action: Infernal Wrath (When enemy within 10 sq hits me, target takes 2d6+5 Fire damage)

Infernal Wrath (2d6+5=11)

Immediate Reaction: Strikebacks Encounter Item (When an adjacent enemy hits you, make MBA against that enemy)

Standard Action: MBA (Melee 2; +21 vs. AC; Hit: 2d4+10 dam; Crit: 18+3d6 Fire dam)

Strikebacks (+21 W, +1 24hr) (1d20+22=36, 2d4+10=15)

OOC: Polearm Gamble when Githyanki moves adjacent, hit AC 41 for 16 fire damage (change a 2 to a 3), and grant CA to githyanki UENT. Infernal Wrath on Githyanki, she takes 16 fire damage. Strikebacks on Githyanki, hitting AC 36 for 17 fire damage (change a 1 to a 3). If she had any fire resist, she has lost 10 UEE (for hitting her twice). Assuming no fire resist to start, I do 49 damage to her.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 16
    • Passive Perception: 20, Passive Insight: 20
    • AC:31, Fort:27, Reflex:24, Will:31 - Speed:5
    • HP:96/101, Bloodied:50, Surge Value:25, Surges left:7/10
    • Action Points: 2, Second Wind: not used, Resist Fire 13
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +3 1 2 3 4
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +3
      • Favored Fortune
      • Press On Together
      • Warlord's Strike
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Lamb to the Slaughter
      • Staggering Spin
      • War Master's Assault
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Raging Endurance
       
    • Items
      • Bloodfire Crysteel +4
      • Healer's Brooch +3
      • Khyber Shard of Fiery Depth
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +21 (+8 lvl, +5 Str, +2 Prof, +2 Exp, +3 Enh, +1 HB), Reach 2
      • Damage: 2d4+10 (2d4 Glaive, +5 Str, +3 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +16 (+8 lvl, +5 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 1d6+6 (1d6 Thr Hammer, +5 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 13 HP w/ AP)
      • Combat Leader (+2 Init to me and allies w/in 10)
      • Hellfire Blood
      • Heavy Blade Expertise (+2 def vs. OAs)
      • Polearm Flanker (Flank in Reach)
      • Know Your Strength (Dam rolls of 1 or 2 become 3)
      • Seize the Day (AP: even roll grants allies w/in 5 sq 8 THP, odd grants Mal 13 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Strikebacks (+1 bonus to OAs)
      • Bloodfire (When bloodied, Aura 1, 2 Fire damage)
      • Dispater's Iron Discipline (+5 to saves vs. Stun, Dominate, or Daze)
      • Hellfire of Mephistopheles (Hitting an enemy w/ fire resist reduces it by 5 UEE)
       
    • Skills
      • Acrobatics +6
      • Arcana +9
      • Athletics +17
      • Bluff +15
      • Diplomacy +18
      • Dungeoneering +10
      • Endurance +9
      • Heal +15
      • History +9
      • Insight +10
      • Intimidate +18
      • Nature +10
      • Perception +10
      • Religion +9
      • Stealth +8
      • Streetwise +13
      • Thievery +6
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I'll wait to take Salazar's turn until Mal's actions are resolved. If possible, I'll have Salazar use Sudden Scales against the psychic attack for +8 to my defenses against that attack.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
As soon as the githyanki gets close, Mal lashes at her, hard.

Salazar quickly calls up his dragon scales for additional protection

Initiative status:
Ready: Hed - shield ; Dag - strikebacks
Orange purplespawn: down 29, prone, marked
Red purplespawn: down 49, prone, marked, CA gives +4 to hit SNT Mal
Hedoni: 64/ 86, +4 AC and ref ENT, 10 ogd SE
Daggoth: 94 (+3 temp)/145, dazed SE, 10 ogd SE
Mal: 63 /101, grants CA ENT gith
Githyanki: down 49
->Salazar: 105/105
Sir Murrak: 93/131, 10 ogd SE
Fey Boar : 23/65, 10 ogd SE, bloodied
Ravenblade: 78/115, dazed SE, resist all 3 SNT, 10 ogd SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar loops around and into the midst of the new foes, then unleashes a terrible draconic roar that leaves them all cowering. Next comes more than a roar - the flames of a dragon wash over the adversaries.

Move action - Move to M3.

Minor action - Draconic Majesty, close burst 3. This burst creates a zone of fear that lasts until the end of my next turn. When I move, the zone moves with me, remaining centered on me. The zone is difficult terrain for my enemies. While within the zone, enemies take a -5 penalty to attack rolls.

Standard action - Flame Spiral, close burst 2, up to 3 targets, targeting Githyanki, Orange Purplespawn, and Red Purplespawn.

Flame Spiral, close burst 2, up to 3 targets, targeting Githyanki, Orange Purplespawn, and Red Purplespawn. (CA vs Orange and Red, 24H vs all) (1d20+20+1=32, 1d20+20+2+1=36, 1d20+20+2+1=31, 1d10+22=26)

Hits Reflex 32 for 26 fire damage on Githyanki, hits Reflex 36 for 26 fire damage on Orange Purplespawn, and hits Reflex 33 (coded the normal +2 instead of +4 for CA from Mal) for 26 fire damage on Red Purplespawn. As an effect, any enemy who starts their turn next to me or moves adjacent until the end of my next turn takes 1d6+16 fire damage, 1d6+18 if they're bloodied due to my Gauntlets of Blood.

"Readying" Fog Form and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 16 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 17, Passive Insight: 17, Senses: Normal
    • AC: 28, Fort: 29, Reflex: 27, Will: 33 - Speed: 6
    • HP: 105/105, Bloodied: 52, Surge Value: 29, Surges left: 8/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • Superior Will (Feat): +2/3/4 tier feat bonus to Will defense. In addition, may make a save against Dazed or Stunned conditions at the beginning of my turn, even if the effect does not allow for a save.
    • War Wizard's Staff (Feat): When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Belt of Raging Endurance (Item Power)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Flame Spiral
    • -Fog Form
    • -Guardian's Breath
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Flame Bracers (Item Power)
    • -Laughing Death Drowmesh (Item Power)
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Shield of Dragon Might
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +3 - +3 attack / +6 damage, +3d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Brooch of Vitality +3 - Property: Increase your maximus HP by5.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Heroic) - +1 to implement damage rolls with Accurate Staff of Ruin +3. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Heroic) - When you spend an action point to take an extra action, you gain 5 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
As Salazar's roar echoes about the chamber, Ravenblade looks up in a moment of clarity and nods his thanks at his companion.

OOC: Nice move with the draconic majesty utility power.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Thanks! First time using it, just got it at level 16.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
Fire and fear roll out in waves from the sorcerer casting serious doubt on the githyanki's plans.

Initiative status:
Ready: Hed - shield ; Dag - strikebacks
Zone of Draconic Majesty: difficult terrain and -5 to attack rolls to enemies ENT Sal
Orange purplespawn: down 55, prone, marked
Red purplespawn: down 75, prone, marked, CA gives +4 to hit SNT Mal, bloodied
Hedoni: 64/ 86, +4 AC and ref ENT, 10 ogd SE
Daggoth: 94 (+3 temp)/145, dazed SE, 10 ogd SE
Mal: 63 /101, grants CA ENT gith
Githyanki: down 75
Salazar: 105/105, FS
->Sir Murrak: 93/131, 10 ogd SE
Fey Boar : 23/65, 10 ogd SE, bloodied
Ravenblade: 78/115, dazed SE, resist all 3 SNT, 10 ogd SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak shrugs off his pain, and he charges back into the melee.

Free: Incredible toughness to end OGD
Standard: Charge to IJ45 vs white 1d20+21+1+1=26, 2d10.minroll(3)+15+2+1d6=36 Hits AC 26 for 43 damage (forgot the mount bonus)
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Staying tough, Sir Murrak charges at the new enemies. The githyanki deftly steps aside, avoiding the knight. Bleeding badly, Duty follows his mounts lead and leaves his psychic pain behind.save vs ogd (1d20=20)

Initiative status:
Ready: Hed - shield ; Dag - strikebacks
Zone of Draconic Majesty: difficult terrain and -5 to attack rolls to enemies ENT Sal
Orange purplespawn: down 55, prone, marked
Red purplespawn: down 75, prone, marked, CA gives +4 to hit SNT Mal, bloodied
Hedoni: 64/ 86, +4 AC and ref ENT, 10 ogd SE
Daggoth: 94 (+3 temp)/145, dazed SE, 10 ogd SE
Mal: 63 /101, grants CA ENT gith
Githyanki: down 75
Salazar: 105/105, FS
Sir Murrak: 93/131
Fey Boar : 13/65, bloodied
->Ravenblade: 78/115, dazed SE, resist all 3 SNT, 10 ogd SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Head befuddled, Ravenblade barely manages to hurl his craghammer, but only just strong enough to hit one foe. He then tries shaking his head clear, but it's not until his scorn for the situation activates the hammer symbol around neck that he can see more clearly for a while. He then closes his eyes and recalls a facet of reality to banish the thought of crawling insects all over him.

Standard: 1st Hammer Throw red spawn, FORT, dazed UENT Rav on a hit and allows second throw. (1d20+21+1=32, 2d10.minroll(3)+11=28) (forgot +4 damage to bloodied target so damage is 32)
Second Hammer Throw: targets FORT, githyanki, knocked prone on a hit. (1d20+21+1=23, 1d10.minroll(3)+11=20)
Save vs dazed: 1d20+1=7
Save vs psychic OGD: 1d20+1=15
Free: symbol of scorned fate vs dazed (the effect is negated UENT Rav and any effects from a failed first save are not in effect)

OOC: Not sure if the resist 3 USNT prevents some of the psychic OGD damage at start of turn or not. Red purplespawn takes 32 damage and dazed UENT Rav. Rav's dazed is on hold UENT and he saves vs OGD. Lastly, for the other players, Sir Murrak's Hero's Poise is in effect since he saved vs the OGD. It grants CHA bonus (5) to all save rolls of allies within 5 spaces of him until the start of his next turn.

Edit: Maybe the Hero's Poise doesn't work since it was the boar that saved and Sir Murrak used a power to get rid of the effect without having rolled.


User posted image

AC: 32 (30 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Thunder 10, Poison 5, Necrotic 5
Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
Surges: 9/12, Action point(s) left: 2/3, unused, 6 encounters this day

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 16
    • Passive Perception: 27, Passive Insight: 22
    • AC: 32/30, Fort: 27, Reflex: 25, Will: 25, Speed: 6, Initiative: +10
    • HP: 115, Bloodied: 57, Surge Value: 32, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunterís Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action (11th level): When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attackís other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Iron Hide Resilience: Forgeborn Heritage resist changes to 5/10/15 at H/P/E tiers for fire, cold, acid, lightning
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtueís touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Surrounding/Dwarven Thrower): 1d20+22;1d10.minroll(3)+13, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+22;1d10.minroll(3)+11
       
    • Powers/Item Powers During Play
      • Hunterís Quarry
      • Marauder's Rush
      • Twin Strike
      • Cut and Run
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Barreling the Fish
      • Bloody Throw
      • Root Gate
      • Stalwart Defense
      • Steeled Against It
      • Virtueís Touch
      • Item Powers
      • Backlash Tattoo
      • Crown of the Goliath Champion
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Weapon of Surrounding Craghammer +3 ccrit=3d6
      • Dwarven Thrower Craghammer +3 melee and heavy thrown 6/12, crit=3d6
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Raven Cloak +3 resist 5 necrotic/cold, save bonus daily
      • Crown of the Goliath Champion immed int resist, resist 10 thunder
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +14
      • Arcana +7
      • Athletics +17
      • Bluff +8
      • Diplomacy +8
      • Dungeoneering +14
      • Endurance +18
      • Heal +17
      • History +7
      • Insight +12
      • Intimidate +8
      • Nature +17
      • Perception +17
      • Religion +7
      • Stealth +9
      • Streetwise +8
      • Thievery +9
       
    • Descriptions of Powers
      • Hunterís Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+21;1d10+17
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+21;1d10+8
      • Cut and Run melee or ranged, 1 or 2 targets, 1 attack per weapon, can shift 5 between attacks or after both
      • Elemental Legacy free, trigger: hit an enemy, effect: deal 3/6/9 at H/P/E tiers extra acid, cold, fire, or lightning damage
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+21;2d10+11 1st target and dazed UENT Rav, 1d20+21;1d10+11 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, canít end adj to enemy, can use 2nd wind
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Quick Throw ranged minor, 1 target, 1 attack, 1d20+21;3d10+11, before the attack shift 1, must target a creature not yet attacked this turn and can't attack that target again during the current turn
      • Second Wind minor, gain 30 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+21;1d10+13, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+21;3d10+13, can move 5 before the attacks, Ĺ damage on miss
      • Barreling the Fish before that attack shift 2, primary attack melee with crit on 16-20, 1d20+21;2d10+13 half damage on miss, after primary attack shift 2 and make a ranged attack without provoking OA and crit on 16-20, 1d20+21;2d10+13
      • Bloody Throw melee, AC, 1d20+21;1d10+13 vs primary target then same attack again with off-hand vs primary target, then tertiary heavy thrown attack vs a secondary target of 1d20+21;2d10+11 and -2 attack save ends, if the last attack misses the power is not expended
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a3 free action as long as itís not occupied, enemies canít teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Steeled Against It imm reac, Trigger: You take damage of a specific type or combination of types. Gain resist 5 to damage of that type or types until the end of the encounter. If you already have resistance to that damage type or types, the resistance increases by 5 until the end of the encounter. The resist bonus is 10 at level 21 and up.
      • Virtueís Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Melora's Storm Blessing move, fly 5
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Weapon of Surrounding free, trigger: hit adj enemy, teleport to any space adj to that enemy
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Tue Aug 06, 2013 1:53 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade has enough wherewithal to aim one hammer properly and the reptile is it thumped soundly on the head.

Astoundingly, the two reptiles on the floor morph and change, quickly losing their dark purple skin and long tails, and gaining the complexion and likeness of Daggoth. One stands up ext to the original Daggoth, and it is nearly impossible to tell the two apart.

OOC: Ravenblade will only take 7 of the 10 ogd due to resist in effect. I don't think Hero's Poise would be in effect since it was the boar that saved, not Sir Murrak.

Initiative status:
Ready: Dag - strikebacks
Zone of Draconic Majesty: difficult terrain and -5 to attack rolls to enemies ENT Sal
Orange purplespawn: down 55, marked
Red purplespawn: down 107, prone, marked, CA gives +4 to hit SNT Mal, bloodied, dazed ENT Rav
-> Hedoni: 64/ 86, +4 AC and ref ENT, 10 ogd SE
Daggoth: 94 (+3 temp)/145, dazed SE, 10 ogd SE
Mal: 63 /101, grants CA ENT gith
Githyanki: down 75
Salazar: 105/105, FS
Sir Murrak: 93/131
Fey Boar : 13/65, bloodied
Ravenblade: 71/115, dazed SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"Hedoni, toss these guys into the flames if you can!"

OOC: Mike, if you teleport anyone, drop them next to Salazar so they take his Flame Spiral damage.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Ay! Too many Daggoths! Let's see what we can do about that."

Hedoni hears Salazar's request, and does his best to teleport the creatures near him.

Standard Action: Twist of Space, hitting Orange reptile and Red reptile.

Twist of Space: (1d20+19+1=27, 1d20+19+1=26, 1d6+18=24)

Twist of Space hits Will 27 on Orange reptile and Will 26 on Red reptile for 24 damage. On a hit, targets are sloweed and teleported 20 feet in the air above spaces next to Salazar and dropped.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 16 | Character PDF
    • AC:29, Fort:26, Reflex:29, Will:31 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:86, Bloodied:43, Surge Value:21, Surges left:8/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 23, Passive Insight: 23
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Dawn Warrior Armor (Minor)
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • Staff of Ruin +3 (3d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Boots of Eagerness (Take an additional move action as a free action, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
One of the three Daggoths (the only one whose will power isn't strong enough to resist the spell) is teleported into the air. Unfortunately, the unique cry of dismay when he crashes to the floor next to Salazar could only have come from the real Daggoth. fall (1d10=4, 1d10=8 )

Initiative status:
Ready: Dag - strikebacks
Zone of Draconic Majesty: difficult terrain and -5 to attack rolls to enemies ENT Sal
Orange purplespawn: down 55, marked
Red purplespawn: down 107, prone, marked, CA gives +4 to hit SNT Mal, bloodied, dazed ENT Rav
Hedoni: 64/ 86, +4 AC and ref ENT, 10 ogd SE
->Daggoth: 61 /145, dazed SE, 10 ogd SE, slowed ENT Hed, prone
Mal: 63 /101, grants CA ENT gith
Githyanki: down 75
Salazar: 105/105, FS
Sir Murrak: 93/131
Fey Boar : 13/65, bloodied
Ravenblade: 71/115, dazed SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Daggoth stands up readily, still gritting his teeth to keep his head clear (fighter's grit still active until the end of this turn, so not dazed during the turn). He looks at the nearest purplespawn and grins toothily. "You're WAY uglier than I am." he taunts, sidestepping before swinging his axe twice. He then looks around at the enemies. "Why don't all of you come closer so I can take a good look at your ugly mutts." Finally, with a quick pound of his tail, Daggoth clears his mind of any thoughts of crawling insects before his eyes droop in a stupor.

Move: stand up
Standard: Inexorable Advance vs orange, AC, two attacks, shift to N3 before the first attack. +1 24h, +1 bloodied. (1d20+22+1+1=26, 1d20+22+1+1=26)
Action Point: Come and Get It, WILL, vs gith, red, orange. +1 24h, +1 bloodied. If hit, can pull target adjacent and inflict 1d12+9 damage. (1d20+22+1+1=26, 1d20+22+1+1=29, 1d20+22+1+1=31)
Free: regain 13 hp from Mal with use of an action point
Free: Dreadnaught Action class feature: gain resist 10 all USNT when using an action point
Minor: Unfailing Resources class feature: lose 10 hp and save automatically against OGD
Save vs dazed: 1d20+1=7

OOC: Daggoth ends the turn at N3 with 64/145 hp, dazed save ends, no OGD, and resist 10 all USNT. Emily, please roll the come and get it damage if any of the enemies were hit by the will attack. Please also roll Salazar's flame spiral damage if gith or red are pulled. MARKING ALL.

  •  Daggoth Varkash, Action Points left: 0/3, used this battle, Surges: 6/14
    Resistances: Fire 10, Lightning 10, Thunder 10, Necrotic 10
    • Male Dragonborn Dreadnought Fighter, level 16
    • Passive Perception: 19, Passive Insight: 19
    • AC: 32, Fort: 31, Reflex :26, Will: 24 - Speed: 5
    • HP: 145/145, Bloodied: 72, Surge Value: 41, Surges: 14/14 Initiative: 9
    • Dreadnought Action: when you spend an action point, gain resist all 10 USNT
    • Unfailing Resources: minor to spend 10 hp and auto-save
    • Inspiring Breath: allies gain +5 damage against enemies hit by dragon breath
    • Grit: gain CON mod (5) thp when you spend a healing surge
    • Daunting Challenge: marked enemies take -3 to attack allies
    • Critical Hardening: gain resist 10 all UENT after scoring a critical hit
    • Powers
    • Cleave
    • Tide of Iron
    • Pass Forward
    • Cloak of Walking Wounded +3 when bloodied and using second wind you can use 2 surges
    • Dynamic Waraxe +3 minor, change this weapon into any other melee weapon UEE or until you switch it back with a minor
    • Bolstering Stride: move action, encounter, move speed +2 and gain 2d8+5 (con mod) temp hp if ending the move next to an ally
    • Crumpling Slam
    • Dragon Breath (cold|enlarged) minor, +18 vs REF, blast 3 or 5, 2d6+5 dam, allies gain +5 damage to enemies hit UENT
    • Sweeping Blow
    • Come and get it
    • Inexorable Advance
    • Unbreakable imm react, if hit reduce damage by 10
    • Fighter's Grit minor, UENT ignore dazed, immobilized, slowed, AND weakened
    • Strikebacks imm react, if hit, attack with basic melee
    • Unyielding Avalanche
    • Inspiring Word
    • Victorious Surge
    • Rain Of Steel (stance)
    • Blood Iron imm react, when becoming bloodied gain resist all 5 UEE
    • Ironskin Belt minor, resist all 5 UENT
    • Dwarven Greaves imm inter, when hit with a pull/push/slide you negated the forced movement
    • Vortex Mask minor, pull one enemy within 5 up to 2 squares, if enemy was marked you can pull it up to 4
    • Battleforged Heavy Shield free, when an adjacent ally regains hp, that ally regains surge value extra hp
    • Stormcatcher Ring immed interrupt, trigger: enemy hits you with a lightning attack, the triggering enemy makes the attack again versus itself, if you've reached one milestone you can pick another enemy within five of you that also takes the same attack from the triggering enemy

    • Weapon: Dynamic Waraxe +3
    • Armor: Black Iron Armor +3: resist 10 fire and 10 necrotic
    • Arms: Battleforged Heavy Sheild
    • Waist: Ironskin Belt
    • Neck: Cloak of the Walking Wounded +3
    • Legs: Dwarven Greaves
    • Head: Vortex Mask
    • Hands:Strikebacks
    • Ring:Stormcatcher Ring: resist 10 lightning and 10 thunder
  • _______________
    Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Unfazed by his two doppelgangers, he challenges the enemies to face him. The gith ignores him, but the two mirror images are struck hard. come and get it damage; Red, orange (1d12+9=19, 1d12+9=11) As the one on the floor is dragged towards Salazar, flames curls out of the floor and finish the enemy off.on red (1d6+16=21)

Initiative status:
Ready: Dag - strikebacks
Zone of Draconic Majesty: difficult terrain and -5 to attack rolls to enemies ENT Sal
Orange purplespawn: down 66, marked
Red purplespawn: dead
Hedoni: 64/ 86, +4 AC and ref ENT, 10 ogd SE
Daggoth: 64 /145, dazed SE, slowed ENT Hed, resist 10 all SNT
->Mal: 63 /101, grants CA ENT gith
Githyanki: down 75, marked
Salazar: 105/105, FS
Sir Murrak: 93/131
Fey Boar : 13/65, bloodied
Ravenblade: 71/115, dazed SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
We're back! Looks like we lost some posts, but the basics of the site are back up and working.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 4627
So, do I get the 24 hour bonus? ;)
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
The last moments of battle are a blur but all comes back into focus as the last enemy falls. The group gains 8000 experience and a search of the dead reveals a rough map of the palace with notes showing how to evade the guards and reach the Stone Skinned Queen.

A moment later a dozen armed cyclops surround your party, their individual eyes examine the carnage carefully. The head cyclops holds his sharp iron spear out and points at the dead. "What happened?" he demands in a gruff voice.

You answer that your group was returning from the Eladrin camp in the Frostwhite Forest on a diplomatic mission when you stumbled upon some dark fey who were trying to assassinate the queen. The cyclop's eyebrow furrows in concern. "You must come to throne room directly and tell Stone Skinned Queen." You follow the guards through the palace, the plain stone walls giving way to sparkling purple quartz as you enter the royal quarters.

The cyclops escort you to the throne room and Mal murmurs encouragements as you climb dozens of hard steps. As before, Cachlain sits there, looking at the gladiators beneath with her grotesque eyes. Sovacles, the queen's advisor, rises and scowls as you enter. "Leave us." he commands and the guards obey. The slight, bald human eyes dart down to the fight in the arena down bellow and back to you as he prepares to speak. "Your majesty, my suspicions were right. These people are in league with Sangwyr the Undeserving. They have compromised your royal palace in an attempt to kill you and bring ruin on your realm. They die now!" Cachlain turns her head stiffly, her massive hands curl into fists.

  •   For Hedoni and Salazar only
      Those adept in the arcane arts can tell that the fomorian queen is ensorcelled and under Sovacle's control.

OOC: Hurray we're back!

For simplicity's sake, Ravenblade, Daggoth, Hedoni, Sir Murrak and Mal will be healed, but loose two surges. The fey boar is dead. It is still the same day; you have completed 7 encounters this day.


Alternate Skill Challenge - Release Cachlainís Mind
(requires 6 successes before 3 failures).

Initiative/ status:
Ready:
->Mal: 101 /101
Cachlain: unharmed
Hedoni: 86/ 86
Salazar: 105/105
Sir Murrak: 131/131
Daggoth: 145 /145
Sovaclies: unharmed
Ravenblade: 115/115

User posted image
  •   Features
      Illumination: Bright light.
      Fireplace: This fireplace is tall enough to contain Medium creatures. A creature that enters or starts its turn in the fireplace takes 5 fire damage.
      Magic Circle: The arcane sigils carved into the floor here are used for scrying rituals by Sovacles, but they donít have any use during combat.
      Throne: Cachlainís throne is blocking terrain for Medium creatures. A creature can climb onto it with a DC 13 Athletics check. The base of the throne is solid crystal, so itís not possible to walk under it.
      Floor: The window floor is perfectly safe to walk on. Until Cachlain commands the floor to open, the floorís durability and magical protection keep it intact.
      Doors: The southern door is locked by magic, and only Cachlain or Sovacles can command it to open. The door leading to Cachlainís bedchamber is unlocked and can be opened easily.
      Ceiling: The ceiling is 5 squares (25 feet) high.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Apparently, I do...and then some. I think Mal should delay, but also maybe we can get a quick summary of what we were trying to do with the queen. I think Vespa was her servant and she wanted us to do something, plus we freed some civilians and killed some slavers. We also went on a mission for her (that was successful but maybe not in the way she wanted?) and we went to Hedoni's old haunt and I think we helped them out?

I think that Mal would do the skill challenge, so I will have him delay. Also, he should have +5 THP. Oh, and thanks, Mike, for getting this fixed!
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OT: Is anyone getting new post notifications via email from the board? I want to make sure it's broken before I try to fix it...
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I never subscribed to them.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Josh wrote
OOC: I never subscribed to them.
Ditto.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
OOC: You had recently met with the Eladrin people who asked you to broker a truce with the formorian queen Cachlain; the fomorians and eladrin have historically have been enemies. The queen is suffering from a revolt/insurection led by Sangwyr. Both the eladrin and Cachlain would love to possess the Seed of Winter, a magical artifact which is currently in Hedoni's bag of holding.

Summary of your goals:
Major QuestóEnd Cachlainís Interference.
Your githyanki enemies have allied with Cachlain, the Stone-Skinned Queen, so they can use the magical portals of her Feywild kingdom as a staging area for raids. You must convince her (through diplomacy or force) to stop allowing githyanki troops to travel through her domain.

Minor QuestóAssist the Eladrin
A group of eladrin seeks to end their enmity with Cachlain and form an alliance. Consider using the seed of winter as leverage.

Minor Questó Turn Vesper Drawlight
Turn your acquaintance with Vesper into a tactical advantage. She is currently working for Cachlain but suspicious of the queen's adviser. If the you can turn her to your side, she could be a valuable ally in the future.

Minor Quest: Help the Elsir Vale slaves

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

Page: « < ... 15 16 17 18 19 20 21 22 > »

DeadGoblins.com » Scales of War » The Throne of the Stone-Skinned Queen

DeadGoblins.com is powered by UseBB 1 Forum Software